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iRacing FOV calculator

Measure your screen and your seating distance, and this returns the exact number iRacing asks for — on the axis its menu actually uses.

Free & unlimitedWorks offline
Screens
Screen measurement
Aspect ratio

1920×1080, 2560×1440, 3840×2160

Enter this in iRacing
53°
horizontal degreesexact value 52.96°

Options → Graphics → Field of View — Field of View. [ and ] change FOV live in the car; Ctrl+F12 opens the camera tool.

Your geometry
Horizontal FOV
53.0°
across one screen
Vertical FOV
31.3°
set by the centre screen
Visible width
59.8 cm
33.6 cm tall
Optimal side angle
53°
if you ever add triples
Why the car feels slow

At the value above, a car 50 m ahead covers exactly as much of your vision as a real car 50 m ahead would. Set the FOV wider than that and the engine squeezes more world into the same glass: everything is drawn smaller, so everything moves fewer millimetres across the screen per metre you travel. That is the whole illusion — the speed is identical, the apparent motion is not, and your brain reads it as slow. It also moves your braking references, because a board that is drawn at 60 % size looks further away than it is.

same axis as the value above
iRacing
Where
Options → Graphics → Field of View
Units
Horizontal degrees. A vertical number typed here gives a badly zoomed-in view.
Accepted range
No published clamp.
Triple screens
iRacing has real triple support: monitor width, single-edge bezel width and the centre-to-side angle all live in Graphics, and "Compute" in the built-in FOV Calculator fills the FOV in for you. The angle field accepts roughly 10° to 65°.
Checked against
trophi.ai — iRacing FOV: Getting Your Field of View Right · support.iracing.com — Setting Up Three Monitors

hFOV = 2 · atan(W / 2D) and vFOV = 2 · atan(H / 2D) where W and H are the visible width and height of one screen and D is the distance from your eye to it.

Which axis this page uses: trophi.ai states it outright — "For iRacing, FOV is measured in degrees of view Horizontally" — and the simracingcockpit.gg calculator groups iRacing with the horizontal-FOV sims.

Every number here is trigonometry run by JavaScript in this tab. Nothing is uploaded and nothing is stored.
Axis and menu path verified 2026-09-15

iRacing takes its field of view in horizontal degrees — the angle across the glass, not up it — which is why a number copied from an Assetto Corsa guide lands about twenty degrees short and leaves the world drawn at roughly half life size. This page measures the angle your screen genuinely covers from where you sit and hands back the horizontal figure for Options, Graphics, Field of View. Switch it to triple and it also returns the total angle across all three panels with the bezel gaps counted, and the centre-to-side angle that goes in iRacing's own Graphics panel. That angle is not a taste setting: there is exactly one value at which each side screen faces your eye squarely, and it happens to equal your single-screen horizontal FOV.

Key facts about iRacing FOV calculator

Key facts about iRacing FOV calculator
Axis iRacing usesHorizontal degrees. trophi.ai puts it plainly — "For iRacing, FOV is measured in degrees of view Horizontally" — and the simracingcockpit.gg calculator groups iRacing with the horizontal sims.
Where the setting livesOptions, then Graphics, then Field of View. The same value is mirrored in the in-car camera tool, so changing either changes both.
iRacing computes it tooThe Graphics screen carries its own FOV Calculator: enter monitor width, single-edge bezel width and eye-to-screen distance, press Compute, and it writes the FOV field for you.
Live adjustmentThe [ and ] keys widen and narrow FOV while you are driving, and Ctrl+F12 opens the camera tool for seat position.
Triple-screen field"Angle between center and side screens", in degrees, roughly 10 to 65. Bezel width is entered per single edge, not as the combined gap.
Monitor width on triplesiRacing wants the width of all three screens laid flat, bezels included — not the width of one panel. Entering one panel's width is the most common triple-setup error.
Three-projection rendering"Render scene using 3 projections" draws each monitor from its own camera, which is what removes the stretch on the outer panels once the angle is right.
Worked single-screen valueA 27-inch 16:9 panel at 60 cm covers 52.96° horizontally and 31.30° vertically, so iRacing wants 53.
Worked triple valueThree of those panels, angled at the matching 53°, cover 158.87° in total — exactly three times the single figure, because correct angling puts all three the same distance from your eye.
Cost of the wrong axisTyping the vertical figure (31) instead of the horizontal one (53) draws the world at 1.78x life size — heavily zoomed in, with the wheel looming and the track rushing past. The opposite error, a wide FOV, is what makes a car feel slow.
Does not affect FOVResolution, refresh rate, monitor curvature and graphics quality change nothing here. Only physical width and distance do.

What happens to your file

There is no file and no upload. The page runs four trigonometric expressions in JavaScript inside this tab — the width of your panel from its diagonal and aspect ratio, the angle that width subtends at your distance, the same for the height, and the side-panel geometry for triples — and writes the results into the DOM. No request leaves the browser, nothing is written to storage, and the numbers you type are gone the moment you close the tab. Pull the network cable after the page has loaded and every control still works.

About this tool

  1. 1

    Measure the glass, not the bezel

    A 27-inch panel is 27 inches corner to corner of the visible image. If your screen is curved or the diagonal is a marketing figure, switch the tool to measured width and put a tape across the picture instead.

  2. 2

    Measure eye to screen

    Sit as you race, then measure from the bridge of your nose to the centre of the middle screen. Five centimetres changes the answer by two or three degrees, so guessing here is the biggest error you can make.

  3. 3

    Pick single or triple

    On triples, add the bezel gap in millimetres — the centre screen's bezel plus the side screen's bezel, measured across the join.

  4. 4

    Read the horizontal number

    The large figure is what goes in Options, Graphics, Field of View. On a triple rig it is the total across all three panels, which is what iRacing's single FOV field expects.

  5. 5

    Set the screen angle first

    Physically rotate the side panels to the optimal angle shown, then type that same angle into "Angle between center and side screens". Getting the angle wrong makes objects jump as they cross a bezel, and no FOV value fixes that.

  6. 6

    Cross-check with iRacing's own calculator

    Enter your monitor width and distance in the Graphics panel and press Compute. It should land within a degree of this page. If it does not, one of the two measurements is wrong — usually the monitor width, which iRacing wants for all three screens combined.

  7. 7

    Drive a lap before judging it

    A correct FOV feels wrong for about twenty minutes because the world is suddenly bigger and the mirrors have moved out of view. Judge it on whether your braking points repeat, not on the first corner.

Specs & compatibility
InputsScreen diagonal in inches or measured visible width in centimetres, aspect ratio, eye-to-screen distance in centimetres or inches, and for triples the bezel gap in millimetres and the side-screen angle.
Aspect ratios16:9, 16:10, 21:9 at both 3440x1440 (2.389:1) and 2560x1080 (2.370:1), 32:9, 4:3 and 3:2 — the true pixel ratios, not the marketing names.
OutputsHorizontal FOV for the iRacing field, vertical FOV for reference, visible width and height in centimetres, and the optimal centre-to-side angle.
PrecisionThe field value is rounded to a whole degree because iRacing's box takes whole degrees; the exact figure to one decimal is shown beside it.
Browser supportAny browser with JavaScript — no canvas, no WebAssembly, no WebGL, no permissions.
OfflineWorks with no network once the page has loaded.
Account or installNone. No signup, no extension, no membership check against your iRacing account.
  • If the correct value feels claustrophobic, move the screen closer rather than widening the FOV — the angle stays correct and you get more picture.
  • Set Vanish Y with Shift+[ and Shift+] after the FOV, not before: changing FOV moves the horizon and you will redo the seat position otherwise.
  • On triples, enter bezel width per single edge in iRacing but the combined gap in this page — iRacing doubles it internally, this page does not.
  • A curved screen has a longer glass path than a flat one of the same diagonal, so measure the width along the curve and use the measured-width mode.
  • iRacing mirrors the FOV between the Graphics panel and the in-car camera tool; if a value keeps reverting, you have two profiles and are editing the one that is not loaded.
  • The optimal side angle equals your single-screen horizontal FOV. That is a real identity, not an approximation, so you can sanity-check any triple guide against it.
  • Setting up a new 27-inch or 32-inch single screen and wanting the correct number before the first practice session.
  • Moving from a desk to a rig, where the seating distance changes by 15 or 20 cm and every previous FOV value is now wrong.
  • Building a triple rig and needing both the total FOV and the physical angle to bolt the side monitors at.
  • Diagnosing why braking points that work in a friend's stream do not work on your screen, which is almost always a FOV and distance difference.
  • Checking whether an ultrawide at the same desk distance actually buys you more usable angle than the 16:9 it replaced.
Horizontal. The value in Options, Graphics, Field of View is the angle across the width of what you see, which is why it comes out much larger than the equivalent number in Assetto Corsa Competizione or Le Mans Ultimate. Those sims take vertical degrees. On a 27-inch 16:9 screen at 60 cm the same rig is 53 horizontal and 31 vertical, so carrying a number between the two families without converting it halves or doubles the scale the world is drawn at.
Because almost everyone has been running a wide one. A correct FOV draws a car 50 m ahead at exactly the size a real car 50 m ahead would appear, and that is a much tighter picture than most defaults. What you lose is peripheral scenery and a clear view of the mirrors; what you gain is that distances, closing speeds and braking references are finally to scale, which is why lap times usually settle rather than drop instantly. Give it a race distance before you decide.
The width of all three screens as if they were laid out flat in a line, bezels included — not the width of one panel. This is the single most common mistake in a triple setup, and it produces a FOV that is roughly a third of what it should be, so the image looks correct on the centre screen and badly compressed on the sides. Measure one panel, multiply by three, and add the two bezel gaps.
The same number of degrees as your single-screen horizontal FOV. That is not a coincidence: the angle at which a side panel faces your eye squarely works out to exactly 2 x atan(width / 2 x distance), which is the definition of the single-screen horizontal FOV. At that angle all three panels sit the same distance from you, each covers the same angle, and the total is three times the single figure. Type the same number into iRacing's "Angle between center and side screens".
On triples, yes, once the angle is right. It gives each monitor its own camera instead of stretching one wide frustum across all three, which is what removes the smearing on the outer panels. It costs some performance because the scene is drawn three times, so if your frame rate is marginal, lower a graphics setting rather than turning the projections back off — a flat projection across angled screens is geometrically wrong no matter what FOV you enter.
It changes the input, not the arithmetic. A curved panel's glass is longer than the straight line between its edges, and it wraps slightly toward you at the sides, so the effective width is bigger than a flat panel of the same quoted diagonal. Switch this page to measured width, run a tape along the curve of the visible image, and use that. The difference on a 1000R 34-inch screen is a couple of degrees — real, but far smaller than the error from guessing your seating distance.
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